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80 lines
3.0 KiB
80 lines
3.0 KiB
vs.1.1 |
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;------------------------------------------------------------------------------ |
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; $SHADER_SPECIFIC_CONST_0 = eyeball origin |
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; $SHADER_SPECIFIC_CONST_1 = eyeball up * 0.5 |
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; $SHADER_SPECIFIC_CONST_2 = iris projection U |
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; $SHADER_SPECIFIC_CONST_3 = iris projection V |
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; $SHADER_SPECIFIC_CONST_4 = glint projection U |
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; $SHADER_SPECIFIC_CONST_5 = glint projection V |
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;------------------------------------------------------------------------------ |
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# STATIC: "HALF_LAMBERT" "0..1" |
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# DYNAMIC: "DOWATERFOG" "0..1" |
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# DYNAMIC: "LIGHT_COMBO" "0..21" |
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# DYNAMIC: "SKINNING" "0..1" |
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#include "macros.vsh" |
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;------------------------------------------------------------------------------ |
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; Vertex blending (whacks r1-r7, positions in r7) |
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;------------------------------------------------------------------------------ |
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&AllocateRegister( \$worldPos ); |
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&SkinPosition( $worldPos ); |
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;------------------------------------------------------------------------------ |
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; Transform the position from world to view space |
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;------------------------------------------------------------------------------ |
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&AllocateRegister( \$projPos ); |
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dp4 $projPos.x, $worldPos, $cViewProj0 |
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dp4 $projPos.y, $worldPos, $cViewProj1 |
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dp4 $projPos.z, $worldPos, $cViewProj2 |
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dp4 $projPos.w, $worldPos, $cViewProj3 |
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mov oPos, $projPos |
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;------------------------------------------------------------------------------ |
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; Normal is based on vertex position |
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;------------------------------------------------------------------------------ |
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&AllocateRegister( \$worldNormal ); |
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&AllocateRegister( \$normalDotUp ); |
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sub $worldNormal, $worldPos, $SHADER_SPECIFIC_CONST_0 ; Normal = (Pos - Eye origin) |
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dp3 $normalDotUp, $worldNormal, $SHADER_SPECIFIC_CONST_1 ; Normal -= 0.5f * (Normal dot Eye Up) * Eye Up |
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mul $normalDotUp, $normalDotUp, $cHalf |
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mad $worldNormal, -$normalDotUp, $SHADER_SPECIFIC_CONST_1, $worldNormal |
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&FreeRegister( \$normalDotUp ); |
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; normalize the normal |
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&Normalize( $worldNormal ); |
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;------------------------------------------------------------------------------ |
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; Lighting |
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;------------------------------------------------------------------------------ |
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&DoLighting( $worldPos, $worldNormal ); |
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&FreeRegister( \$worldNormal ); |
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;------------------------------------------------------------------------------ |
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; Fog |
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;------------------------------------------------------------------------------ |
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&CalcFog( $worldPos, $projPos ); |
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&FreeRegister( \$projPos ); |
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;------------------------------------------------------------------------------ |
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; Texture coordinates |
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; Texture 0 is the base texture |
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; Texture 1 is a planar projection used for the iris |
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; Texture 2 is a planar projection used for the glint |
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;------------------------------------------------------------------------------ |
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mov oT0, $vTexCoord0 |
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dp4 oT1.x, $SHADER_SPECIFIC_CONST_2, $worldPos |
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dp4 oT1.y, $SHADER_SPECIFIC_CONST_3, $worldPos |
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dp4 oT2.x, $SHADER_SPECIFIC_CONST_4, $worldPos |
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dp4 oT2.y, $SHADER_SPECIFIC_CONST_5, $worldPos |
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&FreeRegister( \$worldPos );
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